Let's Play Mega Man 9 [Part 10] | The Basement | Mega Man 9 Gameplay: Wily Castle 1
Welcome to The Basement, let's play Mega Man 9 on the Wii U!
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In today's episode (Ep 10), we begin the Wily stages. we're on the home stretch, folks! Come on downstairs and have a seat with us on the couch here in The Basement!
Master Zed wrote a sweet walkthrough:
( http://www.gamefaqs.com/wii/950625-mega-man-9/faqs/55393 )
Room 1 - Activate Jewel Satellite to make it through the barrage of rollers,
flying shooters from the pits, and owls without a scratch. When you see the
shield tank, activate Rush Jet, have it appear at the tank's eye level, and use
it to sail upward over the tank and high enough for you to jump off to the exit
ladder.
Room 2 - These propeller platforms are activated by Tornado Blow, but that's a
waste of energy. Use Rush Jet or a Concrete Shot on the top of the spike column
to reach the ladder, ignoring the powerups.
Room 3 - If you have less than, say, 8 energy wasted on the previous Rush Jet
trips, you can forget the first large weapon energy (or use it to refuel Tornado
Blow after wasting one to activate the first platform) and just use the second
for Rush Jet. Use the Jet to at least fly over the spike column, past the T.
Blow platform in the hole afterward, and jump to the 1-Up in the upper passage
before Rush crashes. Strangely enough, the lower path with no prize is actually
the harder of the two, so don't use it. After the extra life, fall onto the
last platform and jump from the edge to the ledge leading to the exit ladder.
Room 4
- Rush Coil to the higher ledge with the tank and defeat it with Tridents.
- With just the Mega Buster, an additional step must be taken with these tanks.
Shoot the shield to wake them up, then if you're not up close to the shield
already, run up to it or let the tank come up to you. The shield will wobble,
then fall over trying to smash you. After a few seconds, the tank will spit
projectiles at Mega Man, but it shouldn't be allowed the time in the first
place; once the shield falls, it becomes vulnerable to the buster, so pump it
full of plasma. The second tank will require that you either jump or fall away
from the ledge when the shield falls (unless you can take the damage). As this
is a four-block jump between platforms, Rush Coil is probably easier despite the
lack of instant death.
Room 5 - Run through these trees' shots, using Plug Ball to dispatch them before
you cross their paths directly. You can also just buster kill them at a
distance at the top of each ladder.
Room 6 - Changkey Dragon. Refer to Magma Man (WT MM) room 5 for info. If you
know how to use Rush Coil and five Concrete Shot for a quick victory, remember
to adjust your Rush Coil placement from where you would for Magma Man's stage.
You'll have to place it closer to the ladder (or to the left of the middle of
the room).
Room 7 - Checkpoint. The Hornet Chaser is easily the best method for retrieving
the 1-Up if you want it. The Tellys appear only from the middle pipes; the
others are reserved for other difficulty modes if you're curious.
Room 8 - The easiest method would be to wait out the Magma beam and Rush Coil to
the exit ladder, but the quickest is usually using Rush Coil to beat the beam
into the air and using Concrete Shot to make it a bridge before landing in fiery
death.
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Episode 10 (Part 10) is labeled with "Ep 10" for your convenience.
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